DarkMerlin
First Post
I posted this over on the WotC boards too. Please tell me what you think. Enjoy
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BAB: as monk.
Flurry of Blows Base Attack Bonus: as monk.
Unarmed damage: As monk.
Saves: high Reflex and Will.
Hit die: d8.
Armor and weapon proficiencies: monk weapons, Light armor, and guns (if you have them, crossbows if you don’t). The soldier of Zion’s class abilities will not work if the character is wearing greater than Light armor.
Skills (4+ Int): Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Move Silently, Swim, Tumble, Profession, Listen, Spot, Sense Motive, Use Magic Device, Use Rope.
Level Special
1 Focus, Unarmed Strike, Flurry of Blows
2 Improved Disarm
3 Evasion
4 Uncanny dodge (Dex bonus to AC)
5 Free Your Mind
6 Improved Trip feat
7 Up the Walls
8 Impossible Jump
9 Uncanny dodge (can’t be flanked)
10 Starting to Believe
11 You Think That’s Air You Are Breathing Now?
12 You’re Faster Than This
13 Battering punch
14 Improved Evasion
15 There Is No Spoon
16 When You’re Ready, You won’t Have To
17 The Sight
18 Now Get Up
19 Flight
20 The One
Focus Points (fp): A soldier of Zion has a maximum number of focus points equal to his class level plus his Wisdom modifier with which to bend the rules of reality. Once used, focus points regenerate at a rate of 1 fp per minute. Unless stated otherwise, abilities which cost fp are extraordinary abilities and can be activated as a free action.
Focus: A soldier of Zion can focus his mind so as to slow down his perception of events, allowing him more time to react to fast events. By spending 1 fp at the beginning of a round, the soldier of Zion can add his Wisdom modifier to his AC, attack rolls, and Reflex saving throws.
Free Your Mind: At 5th level, the soldier of Zion is no longer bound by the traditional rules of reality, such as gravity. He may reduce damage from a fall by treating the fall as if it were shorter. This ability costs 1 fp per 10 ft. reduction.
Up the Walls: At 7th level the soldier can take part of one of his or her move actions on a wall if the character begins and end the move on a horizontal surface. The height the soldier can achieve on the wall is limited only by this movement restriction. If the character does not end his or her move on a horizontal surface, he or she falls prone, taking damage as appropriate for his or her height above the floor. Treat the wall as a normal floor for the purposes of measuring movement. Passing the boundary between horizontal and vertical is equivalent to 5 feet of movement along a normal floor. Opponents on the floor still get attacks of opportunity as the character moves up the wall within areas they threaten. Costs 4 fp.
Impossible Jump: At 8th level the soldier of Zion can bend the rules of reality to allow him to make impossibly long jumps. When using this ability, the soldier’s maximum jump distance is no longer limited by his height. His jump distance and height determined by his Jump check is increased by a multiplier depending on how many focus points he spends. Each multiplier increase costs 2 fp, so spending 2 fp would double your jump, 4 would triple it, and so on. The extra distance jumped is not counted against your total allowed movement in the round.
Starting to Believe: At 10th level the soldier of Zion can move faster than is normally possible. Essentially this amounts to being able to move at what is (from his point of view) normal speed while viewing the world in focus time. You may add twice you Wisdom modifier or greater to your AC, Reflex saving throws, and melee attack rolls. This ability costs 2 fp for the first multiplier increase and the cost for each additional multiplier increasing by +1 each time (2 for x2, 5 for x3, 8 for x5, etc.). This does not stack with the bonuses provided by Focus, though Starting to Believe affects only melee attack rolls, while Focus also affects ranged attacks.
You Think That’s Air You Are Breathing Now?: At 11th level a soldier of Zion will no longer become fatigued (though he still needs to sleep). If the character does not sleep, they will stop regenerating lost focus points.
You’re Faster Than This: At 12th level a soldier of Zion increase his speed to superhuman levels through the sheer power of his belief. He can increase his base speed for that round by spending 1 fp per 10 ft. increase. For every 60 feet of speed increase, attacks of opportunity are made at a -1 penalty due to the sheer rate of speed at which the soldier moves.
Battering Punch: At 13th level the soldier of Zion can make a series of super fast unarmed attacks. When using the full attack action, he can gain extra attacks using his highest attack bonus by spending 4 fp per attack.
There Is No Spoon: At 15th level the soldier of Zion can accomplish the impossible by simply believing that the basic rules of reality don’t apply to them. By spending 8 fp, the soldier may choose to make a Will save to avoid damage or other harmful effect in place of a failed save or when a save is not usually allowed. The DC for this save is equal to the DC of the original failed save, the standard DC against the spell (if the spell does not usually allow a save), or 10 + half the damage taken (rounded down). If the effect does not do damage and does not allow a save, the DC should be 20, plus or minus 5 depending on the situation. If successful, the failed save is treated as a success or the effect or damage is negated.
When You’re Ready, You Won’t Have To: At 16th level the soldier of Zion can utilize the spell telekinesis as a standard action by spending 3 fp per round. He may also use this ability to make projectiles simply stop in midair and hang there until he releases them. He cannot use this ability if he does not know the attack is coming and he cannot affect unusually large projectiles, such as a boulder thrown by a giant or a bolt from a ballista. Treat this as having a caster level equal to half the soldier’s class level.
The Sight: At 17th level the soldier of Zion sees the world for what it is, regardless of outward appearances. He gains a +5 bonus to Will saves against Illusions and may make a save against them as soon as he enters their presence (rather than only after interacting with them). He may also utilize any one of the following spells for 1 fp per round: detect magic, detect poison, detect secret doors, detect animals and plants, detect undead, detect snares and pits, detect scrying, see invisibility. The caster level for these spells is equal to half his class level.
Now Get Up: At 18th level the soldier of Zion transcends mortal boundaries such as death. When an attack or effect would normally kill the character, he may choose to spending 15 fp to return to life the next round with 1d4 hit points left and his normal Constitution score (if he was killed by having his Constitution score brought to 0).
Flight: At 19th level the soldier of Zion gains the ability to fly at will at a speed of 100 ft. with Good maneuverability. While flying, he can make a charge action, spending focus points to multiply his speed beyond the normal x2. This ability costs 4 fp per multiplier increase (4 for x3, 8 for x4, and so on). While he may use this ability at will, it takes a standard action to begin flying (after which he may use his next move action to fly).
The One: At 20th level the soldier of Zion has achieved his full potential and become The One. His type changes to Outsider, he gains damage reduction 10/Adamantium, and spell resistance of 10 + his level. He may raise his spell resistance or damage reduction for one round by spending 3 fp per point of damage reduction and 5 fp per point of spell resistance.
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BAB: as monk.
Flurry of Blows Base Attack Bonus: as monk.
Unarmed damage: As monk.
Saves: high Reflex and Will.
Hit die: d8.
Armor and weapon proficiencies: monk weapons, Light armor, and guns (if you have them, crossbows if you don’t). The soldier of Zion’s class abilities will not work if the character is wearing greater than Light armor.
Skills (4+ Int): Balance, Climb, Concentration, Craft, Diplomacy, Escape Artist, Hide, Jump, Move Silently, Swim, Tumble, Profession, Listen, Spot, Sense Motive, Use Magic Device, Use Rope.
Level Special
1 Focus, Unarmed Strike, Flurry of Blows
2 Improved Disarm
3 Evasion
4 Uncanny dodge (Dex bonus to AC)
5 Free Your Mind
6 Improved Trip feat
7 Up the Walls
8 Impossible Jump
9 Uncanny dodge (can’t be flanked)
10 Starting to Believe
11 You Think That’s Air You Are Breathing Now?
12 You’re Faster Than This
13 Battering punch
14 Improved Evasion
15 There Is No Spoon
16 When You’re Ready, You won’t Have To
17 The Sight
18 Now Get Up
19 Flight
20 The One
Focus Points (fp): A soldier of Zion has a maximum number of focus points equal to his class level plus his Wisdom modifier with which to bend the rules of reality. Once used, focus points regenerate at a rate of 1 fp per minute. Unless stated otherwise, abilities which cost fp are extraordinary abilities and can be activated as a free action.
Focus: A soldier of Zion can focus his mind so as to slow down his perception of events, allowing him more time to react to fast events. By spending 1 fp at the beginning of a round, the soldier of Zion can add his Wisdom modifier to his AC, attack rolls, and Reflex saving throws.
Free Your Mind: At 5th level, the soldier of Zion is no longer bound by the traditional rules of reality, such as gravity. He may reduce damage from a fall by treating the fall as if it were shorter. This ability costs 1 fp per 10 ft. reduction.
Up the Walls: At 7th level the soldier can take part of one of his or her move actions on a wall if the character begins and end the move on a horizontal surface. The height the soldier can achieve on the wall is limited only by this movement restriction. If the character does not end his or her move on a horizontal surface, he or she falls prone, taking damage as appropriate for his or her height above the floor. Treat the wall as a normal floor for the purposes of measuring movement. Passing the boundary between horizontal and vertical is equivalent to 5 feet of movement along a normal floor. Opponents on the floor still get attacks of opportunity as the character moves up the wall within areas they threaten. Costs 4 fp.
Impossible Jump: At 8th level the soldier of Zion can bend the rules of reality to allow him to make impossibly long jumps. When using this ability, the soldier’s maximum jump distance is no longer limited by his height. His jump distance and height determined by his Jump check is increased by a multiplier depending on how many focus points he spends. Each multiplier increase costs 2 fp, so spending 2 fp would double your jump, 4 would triple it, and so on. The extra distance jumped is not counted against your total allowed movement in the round.
Starting to Believe: At 10th level the soldier of Zion can move faster than is normally possible. Essentially this amounts to being able to move at what is (from his point of view) normal speed while viewing the world in focus time. You may add twice you Wisdom modifier or greater to your AC, Reflex saving throws, and melee attack rolls. This ability costs 2 fp for the first multiplier increase and the cost for each additional multiplier increasing by +1 each time (2 for x2, 5 for x3, 8 for x5, etc.). This does not stack with the bonuses provided by Focus, though Starting to Believe affects only melee attack rolls, while Focus also affects ranged attacks.
You Think That’s Air You Are Breathing Now?: At 11th level a soldier of Zion will no longer become fatigued (though he still needs to sleep). If the character does not sleep, they will stop regenerating lost focus points.
You’re Faster Than This: At 12th level a soldier of Zion increase his speed to superhuman levels through the sheer power of his belief. He can increase his base speed for that round by spending 1 fp per 10 ft. increase. For every 60 feet of speed increase, attacks of opportunity are made at a -1 penalty due to the sheer rate of speed at which the soldier moves.
Battering Punch: At 13th level the soldier of Zion can make a series of super fast unarmed attacks. When using the full attack action, he can gain extra attacks using his highest attack bonus by spending 4 fp per attack.
There Is No Spoon: At 15th level the soldier of Zion can accomplish the impossible by simply believing that the basic rules of reality don’t apply to them. By spending 8 fp, the soldier may choose to make a Will save to avoid damage or other harmful effect in place of a failed save or when a save is not usually allowed. The DC for this save is equal to the DC of the original failed save, the standard DC against the spell (if the spell does not usually allow a save), or 10 + half the damage taken (rounded down). If the effect does not do damage and does not allow a save, the DC should be 20, plus or minus 5 depending on the situation. If successful, the failed save is treated as a success or the effect or damage is negated.
When You’re Ready, You Won’t Have To: At 16th level the soldier of Zion can utilize the spell telekinesis as a standard action by spending 3 fp per round. He may also use this ability to make projectiles simply stop in midair and hang there until he releases them. He cannot use this ability if he does not know the attack is coming and he cannot affect unusually large projectiles, such as a boulder thrown by a giant or a bolt from a ballista. Treat this as having a caster level equal to half the soldier’s class level.
The Sight: At 17th level the soldier of Zion sees the world for what it is, regardless of outward appearances. He gains a +5 bonus to Will saves against Illusions and may make a save against them as soon as he enters their presence (rather than only after interacting with them). He may also utilize any one of the following spells for 1 fp per round: detect magic, detect poison, detect secret doors, detect animals and plants, detect undead, detect snares and pits, detect scrying, see invisibility. The caster level for these spells is equal to half his class level.
Now Get Up: At 18th level the soldier of Zion transcends mortal boundaries such as death. When an attack or effect would normally kill the character, he may choose to spending 15 fp to return to life the next round with 1d4 hit points left and his normal Constitution score (if he was killed by having his Constitution score brought to 0).
Flight: At 19th level the soldier of Zion gains the ability to fly at will at a speed of 100 ft. with Good maneuverability. While flying, he can make a charge action, spending focus points to multiply his speed beyond the normal x2. This ability costs 4 fp per multiplier increase (4 for x3, 8 for x4, and so on). While he may use this ability at will, it takes a standard action to begin flying (after which he may use his next move action to fly).
The One: At 20th level the soldier of Zion has achieved his full potential and become The One. His type changes to Outsider, he gains damage reduction 10/Adamantium, and spell resistance of 10 + his level. He may raise his spell resistance or damage reduction for one round by spending 3 fp per point of damage reduction and 5 fp per point of spell resistance.